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- Feb 29 2016, 11:46 PM (190 w, 1 d)
Fri, Oct 18
We cannot be sure without having concrete examples but I think I know what this is about because I’ve had the same exact problem with Sun shadows when Blender switched from ESM\VSM shadows to a new PCF algorithm. The thing is that old shadows used to have Softness parameter which helped with jagged edges but new algorithm relies on light shape and Soft Shadows option in Render Properties panel.
Thu, Oct 17
I have looked into provided file and found out that your rendering settings have Simplify enabled and Max Subdivisions is set to 0. Therefore, your model is not subdivided in viewport but when you render the final image, model gets subdivided twice by Subdivision Surface modifier and receives artifacts. When I disable Simplify and set Render and viewport subdivisions to 2, model receives the same artifacts in viewport as well. Disabling Subdivision Surface modifier seems to solve the problem in both viewport and final render.
Tue, Oct 15
I have looked into provided file and it looks like that both roca nad tortuga scenes have no assigned Freestyle Line Set in View Layer Properties for some reason. When I'm adding a new line set, Freestyle seems to work as it should.
Mon, Oct 14
Tested 2.82 Alpha bde328352be2 from 2019-10-11 and 2.81 Beta 95f020c853d6 from 2019-10-14 and Add Curve: Curve Tools appears to be working again in both. Perhaps something was wrong in a specific build? I think we may close this report for now.
Tested 2.82 alpha bde328352be2 from 2019-10-11 and yes, the problem is still there and still 100% reproducible on all available computers. Tested both my instructions and provided file, both do exactly what they are supposed to. My test file already has all the needed actions done so you don't need to add shape keys and enable any modes, just open the file and switch to Vertex Paint, Blender should crash or become unresponsive. Instruction steps are for reproducing the whole sequence from scratch without the test file.
Fri, Oct 11
I can reproduce this on default Blender's cylinder and sphere with procedural Checker and Noise textures and without any textures at all, Bump makes the problem more prominent.
Each time I press the checkbox, console says " addon not found: 'curve tools' " but addon itself exists in scripts - addons - curve_tools and all the files seems to be in place.
I think I'm able to reproduce something like this as well but on my end it seems to work in 2.79 but in 2.81 particles seems to be duplicated at the wrong place. Here is how it looks on my end:
Thu, Oct 10
Yes, tested once again on factory defaults without touching anything except the Cube itself, reproducible 100% with Sculpt-to-Vertex and Edit-to-Vertex modes on my side.
Mon, Oct 7
Aug 8 2019
Looks like this option changes 3D View - 3D View (Global) - Shading (Z by default) from VIEW3D_MT_shading_pie to VIEW3D_MT_shading_ex_pie so it should be possible to add wm.call_menu_pie - VIEW3D_MT_shading_ex_pie manually to the same place in your keymap. Is this what you need?
Huh, this is interesting. I have tested both cat.blend and automatic weights.blend and it seems that I was able to successfully use automatic weights by simply scaling models up about three times. For example, I can open automatic weights.blend, scale the model to its natural height of 1.65 m (2.5 scale), apply the scale, scale the Armature in Edit Mode to the same size (I used 3D Cursor as a base for scaling), Ctrl+P - Automatic Weight and after a while it successfully did what it supposed to. Cat.blend is harder to work with but if I scale the Armature about 3 times it seems to be working as well; there are still problems with very small details but weights were assigned without errors. All in all, it looks like there is a problem with small sizes and precision and scaling to bigger size worked for both cases.
Aug 7 2019
I was able to assign hotkeys like 1,2 and so on by right clicking on a brush on the left panel and choosing "Assign Shortcut". Is this method working on your side?
Just in case, I was able to reproduce this with default Cube as well!
I'm afraid this particular case is 100% reproducible using the same "ten clicks" trick that we used before:
Aug 6 2019
From what I can see, your objects have keyframes on them but Autokey is not enabled so naturally when you move things around but don't set new keys, objects revert to their keyframed state when you change the frame or reload the file. I have tried to move your objects, manually set new keyframes and after saving and reloading everything seems to be where it should, I have also tried to remove all the keyframes and after saving and reloading everything was fine as well.
Jul 30 2019
Tested latest 1178046ed222 from 2019-07-29 and vertex colors and textures are still not working in Workbench Sculpt Mode on Windows. As far as I can see there is a fix for the problem but the problem is still there, am I missing something?
Jul 29 2019
Right now it doesn't look like it was deformed, it looks like it's set to Shade Smooth mode, try setting your walls to Shade Flat by right clicking and choosing Shade Flat or by choosing Object – Shade Flat from the top menu and see if the problem is still there.
Jul 27 2019
Do you mean that there is no Create menu tab on the left sidebar? If so then it's not a problem because you can add primitives by pressing Shift+A or by doing Add -> Mesh -> Cube from the top menu.
Jul 26 2019
I have to say it's a very annoying bug, especially when you have to change textures a lot.
In Material’s properties there is a Settings menu and there is a Surface - Displacement option which is set to Bump Only by default, are you sure it is set to Displacement or Bump and Displacement? Look closer in provided tutorial 4:27 point - it is set to Displacement and Bump, check if your material also has this enabled.
Looks like a pretty standard triangulation issue to me; as far as I know, Blender don't have a tool for manual retriangulation of invisible edges like for example 3DS Max so my guess is that the only way to avoid this is not to make heavily distorted polygons or to manually divide them into triangles.
As far as I can see, default Blender keymap uses Shift+Click to do Toggle selection so you can select and deselect objects in the group (deselecting takes two clicks – one to make object active and one to deselect) while Ctrl+Click is used for “Select Center” and Alt+Click does “Enumerate” when there are several objects under the cursor. Box selection can deselect with Ctrl and add to selection with Shift. In any case, it shouldn’t be difficult to reassign these functions to your liking.
Looks similar to https://developer.blender.org/T60700
I have noticed a very specific thing – in default Blender keymap there are two options to deselect things – “Alt A” and “Double A”. As a result, if you disable “Select All Toggles” but press “A” quickly, it registers as a “Double A” and deselects objects which looks like Toggle but if you press “A” and wait for a while “A” works only for selecting.
Jul 25 2019
It seems I can reproduce this with more or less consistency and every time it gives several exception_access_violation errors but unfortunately I can't pinpoint how because I can only reproduce this by holding Tab to make Blender flicker between Paint Mode and Edit Mode and dragging the brush across the Sphere while clicking left mouse button. Sometimes it crashes almost instantly and sometimes it takes a while.
As far as I remember, somewhere it was mentioned that Eevee supports only one level of screen-space refraction which probably means that this is how it is supposed to work for now. If you need several overlapping transparent objects in Eevee, you could use Principled BSDF, Alpha instead of Transmission and Alpha Blend or Alpha Hashed for Blend and Shadow Mode. You won’t get a nice refraction effect but Alpha don’t require SSR so at least you will be able to see through your objects. It also seems that objects with Alpha transparency are still visible through screen-space refraction so my guess is that it should be possible to mix these two.
Jul 24 2019
By any chance, maybe you have “Emulate 3 Button Mouse” enabled in Preferences – Input – Mouse? As far as I know, if you have that option enabled, pressing Alt+Left Mouse on keymaps is registered as Middle Mouse. I’m also using Blender keymaps with Alt+Left, Alt+Right, Alt+Middle Maya setup and it seems to be working fine after some fiddling with Generic Gizmo Maybe Drag (I disable Alt from that option to be able to use controls while hovering over the manipulator). There is also Activate Gizmo - Drag that makes it possible to select things under the manipulator.
I think I can sort of reproduce something like that with consistency but the problem is the exact steps because it requires pressing Ctrl+Z quickly several times in a row, otherwise it just performs a normal Undo and not the crash.
I think I can easily reproduce this on b63f0266a056 from 2019-07-23. This is how it works on my side:
- Open new scene
- Hold left mouse on “Move the view” icon and pan left or right
- Hold left mouse on “Zoom in\out in the view” icon and drag your mouse up. As a result both Pan and Zoom viewport controls will stuck and cease to function until you do something like Frame Selected or some other action that resets pan and zoom.
Jul 23 2019
It looks like you are trying to create a "collection" that is actually a Group from 2.79, if you press Ctrl+G in 2.79 it will be the same. Look in Object tab on the right, there is a Collections menu, new "collection" made by Ctrl+G should be there. There is no OK button because group "collections" are added immediately when you press the button.
If you want to create an actual collection you should press M or do Object → Collection → Move to Collection and then there will be "+ New Collection".
Are there any news about broken subdivisions, missing UVs and vertex colors in Sculpt Mode? 2.8 Release Notes says it will be fixed before the final release but since 2.8 got a second RC and all the problems seems to be there I’m starting to worry that we’ll have a release with broken Multires.
It looks like both Delete and Backspace are assigned to both “Delete Collection” and to “Outliner Object Operation – Delete” and object operation comes second, perhaps this is the reason why it doesn’t work? When I assign different keys for these two operations (or disable Delete\Backspace for one of these operations and use, for example, Delete for Collections and Backspace for objects) it seems to work fine.
Jul 22 2019
Recently there was a huge pileup of similar reports and it looks like they are related to the same thing https://developer.blender.org/T67217
Try the recent build and see if the problem is still here, I've made some tests earlier and was unable to reproduce this anymore.
I have an old build from 2019-06-24 and vertex colors are working in Sculpt Mode. If I save file in old build and open it in latest 2019-07-22 and switch to Sculpt mode it turns black so it looks like something was changed between 24.06 and 22.07
Did some testing on 45ae9edbd5ac from 2019-07-21 on Intel Core i7, 8 Gb RAM, AMD Radeon HD 7700, Windows 7 x64:
Huh, this is very strange - I have found a way to reproduce that problem with 100% consistency on 4a5e046c923f from 2019-07-16 with just a default Cube with no additioanl subdivisions or modifiers and no Dyntopo, using only one Sculpt brush and one Rotate tool in Edit Mode but I cannot reproduce it in latest 45ae9edbd5ac from 2019-07-21. Just in case, here is how to reproduce this on an older build:
Jul 20 2019
Yes, the problem is that mesh becomes visually triangulated in Sculpt mode when there are no modifiers or shape keys presented on it even if you don't enable Dyntopo.
Looks like a regular cavity map to me, you can disable it in Viewport Shading or change it to more traditional type
Jul 17 2019
That issue is reproducible in 2.79 as well and it seems to be affecting all transform actions (move, rotate, scale) if you do Inset at any point during one Edit Mode session. If you do Inset first, tab out and then tab back in to Edit Mode, the same extrusion or other actions will stay where they are supposed to. Same thing happens both on Basis and other Shape Keys; you don’t have to create any Shape Keys at all, just add Basis and transformations will revert themselves even if you do Inset after other transform operation (for example Extrude, move some polygons around, Inset and exit Edit Mode).
Edit – same trick seems to be working with Bevel Edge and Bevel Vertex – if you move sub-objects around and do Bevel at some point, after you exit Edit Mode sub-objects will revert to their original positions. I’ve tried other modeling tools but so far I was able to find that only Inset and Bevel seems to be doing that.
Just in case, I was able to reproduce this on my Windows 7 and AMD HD7700 (doesn’t work until you add Principled or Diffuse shader even if it’s not connected to anything) but on my Windows 8 and NVidia 750 everything worked right away.
EDIT - did another try on latest 4a5e046c923f from 2019-07-16 and it seems to be working even on my AMD 7700 right away as well. Earlier build still doesn't work so it looks like something was fixed in that area.
Jul 15 2019
That issue is 100% reproducible with a default Cube and a generated checker texture but if you need an exact file then here it is. I forgot to mention that you have to either switch to Texture mode in Workbench or switch to any other mode that show textures by default. In my example both objects have the same material, texture and uv but right object is in Object mode and left object is in Sculpt mode. You can open my file and switch from Sculpt to Object mode and texture will come back. The same exact setup works perfectly fine in 2.79 and you will be able to see texture on both objects both in Sculpt and Object modes. This is a serious regression because it makes it extremely hard to work with landscapes and other environments where you need to see a texture while sculpting.
I have tested that issue both on NVidia and AMD GPUs on several different computers and the problem is exactly the same.
Just in case, this is exactly the same setup in 2.79 with Cycles, Multires and Sculpt mode on the left object. I have noticed that there is no "Subdivide UVs" option in 2.8 so I still think there is something with missing UVs
I have noticed that there are different subdivision levels for Render and Viewport in Subdivision modifier, when I changed Viewport level to 2 it said "Number of points in cache does not match mesh" and mesh became messed up, when I set 1 to both Render and Viewport, it seems to be working fine. I think that the problem is in different subdivision levels for rendering, viewport and cache.
Jul 13 2019
May 16 2019
If I'm not mistaken, disabling "Any" in this field should do the trick. For some reason I can't find it manually so I'm just using search function by Gizmo
May 14 2019
I’m reopening this because I have found another way to reproduce this issue. Looks like there are two conflicting options – the ability to choose manipulator from the left menu and from the top menu. Manipulators from the left menu seem to behave properly for the most part but there is no option to select Universal now (trying to press multiple buttons with Shift like we did before doesn’t seem to work either) while selecting manipulators from top menu works fine because we can select any combination and activate Universal but if we do it that way, combinations with LMB stop working.
Agreed, thank you, but should I reopen my report about not being able to use Alt+LMB with Universal?
Just in case, I will duplicate my observation here - I've tested the latest 2.8 and while this seems to be solved for separate manipulators, it's still an issue for the Universal manipulator! Is there a way to fix this for Universal as well?
Oh, so the controls just became a lot more confusing than they used to be. And what about the dedicated button for the Universal manipulator, is it supposed to be missing as well? Oh, and I just found out that my previous report about not being able to rotate the viewport with Alt+LMB while the cursor is over the Universal manipulator is still there, for some reason it works with Move, Rotate and Scale but it starts tweaking while hovering over Universal.
Feb 12 2019
Yes, I have tested the latest 036ec5cae4f and the problem is still there - I cannot rotate or do any other viewport navigation with the left mouse button while hovering the mouse cursor over Rotation or Transform manipulator - it still performs rotation or dragging depending on where I point the mouse at. I have tested this on multiple computers with Windows 7 and Windows 10 so it's definitely not an issue on a particular computer.
Jan 29 2019
Sep 22 2018
Tested 2.79.6 0a968510bf6 and it looks like the problem got worse - I have opened Blender, switched to Maya controls and wasn't able to add to selection by holding Shift right away; the same exact thing happens with 3DS Max controls and using Ctrl (open Blender, switch to Max or Maya controls, drag border selection around two objects to select them and then try to add the third one by holding Shift or Ctrl and dragging border selection around it). I have tried to fiddle with shortcuts to find a workaround but I wasn't able to find any solutions.
Mar 27 2018
Jul 30 2017
Mar 11 2017
I have looked into provided file and found out that plane has scale values of 25-25-1, when I apply the scale and update hair distribution by entering and exiting Weight Paint mode, it starts to look accurate to the weights. I have also noticed that certain areas visually look denser due to hair’s shape (Spiral) and direction, when I switch hair Display option from Rendered to Path, distribution also looks accurate. My guess is that uneven Scale values are the problem here.
Mar 8 2017
Glad to be helpful! Tested 9e566b0 on all configurations with and without "accurate" option turned on to ensure that "accurate" properly enables precise transformations: so far it looks like everything is OK now, even rotations seem to follow the same rule so it is now possible to hold Shift prior to dragging. I will move to the new setup with the next daily update to test it further. Anyway, thank you both for spending extra time on this topic. By the way, about T47032:
Mar 7 2017
I’ve looked into the provided file and found out that Camera’s Start Clipping is set to 0.000001 and End Clipping is set to 10000, when I set Start Clipping to something like 0.01, the glitch disappears. Hope that will help with something.
Just in case - is this worth creating an additional report to keep track of? Since I can’t make Scale work with planar constraints on all configurations now, it’s not exclusive to non-blender schemes anymore, but it’s still a part of this report so we can still keep working on it here.
Mar 3 2017
I’m sorry for the messy report, it’s kind of hard to write down notes while juggling with several different configurations. Testing 810d7d4 with new default presets: for some reason I cannot make Scale manipulator work with planar constraints on all presets including Blender (default), enabling-disabling new “accurate” option doesn’t seem to affect it.
Mar 2 2017
Tested latest 8560776 and unfortunately it looks like that one of the main problems (besides the default accurate transforms) is still there: if you switch to Maya right at the beginning and use planar constraints at least once, transformations will stuck permanently in planar constraints mode.
Mar 1 2017
Oh, so that's why some changes aren't reflected in release versions which makes sense now, but as far as I can understand this means that broken constraints will either eventually seep into release build and then every version will have broken constraints or they will never be used in release but buildbot version will stuck with broken constraints for indefinite amount of time (hence why I’m checking every major update in hopes that it will be fixed). In my opinion it would be much better to simply revert the change in buildbot version and make it work the same way it works in official because official version works perfectly fine and I don’t see a reason why it was changed in the first place.
Tested 2.78c e92f235283 and the latest 2.78.4 c1012c6 and the situation seems to stay the same – official 2.78c works properly while buildbot version has broken constraints which forces me to stick to the official builds. I want to point out that I’ve found another discrepancy between the buildbot and official – buildbot version has two additional buttons for moving poses up and down in pose library while official build don’t have them which makes it very frustrating because now I have to keep the buildbot version with broken constraints for sorting poses and official version with working constraints for general work. Both of these issues don’t look difficult to fix so could you please fix the buildbot version so it would be possible to use it again for general work? Being able to move poses in official build would also be good, but broken constraints in buildbot looks like a much bigger issue.
Feb 10 2017
Just in case, I've tested the latest official build 2.78b 3c04373 from 2017-02-08 and the latest build from buildbot 2.78 38155c7 from 2017-02-09 and it looks like this problem does not occur in the official build, but still present in the buildbot version. This is very perplexing to me…
Feb 1 2017
Technically speaking, Blender's key configuration don't work properly as well because when you're holding Shift and dragging an axis, instead of doing only planar constraints it does both precision and constraints together which shouldn't happen (it makes no sense to activate precision movement by default).
I have tried to import provided file into 3DS Max and it looks like everything works as expected. Different objects have different colors so it is likely that materials are there as well.
Well, the documentation is correct and all three modes are working perfectly fine in 2.78a:
- If you hold Shift and start dragging an axis, you will get planar constraint just as expected.
- If you start dragging an axis and then hold Shift, you’ll get precision movement just as expected as well and as described in the manual.
- If you hold Shift, start dragging, release Shift and then hold it again, you’ll get both planar constraint and precision.
Jan 31 2017
Dec 22 2016
Frankly speaking, I don’t really understand why are we trying to reinvent the wheel here giving the fact that universal manipulators were already implemented in several different applications (Hexagon, Silo, Modo) and are already working perfectly fine for more than a decade. As someone who has been modeling with universal manipulators for more than twelve years, I have to say that this topic is not just a funny concept that I would like to play with, this is an absolutely vital part of my workflow so please excuse me if some of my observations sound harsh.
Oct 2 2016
Try the latest build 641e586, as far as I know it is supposed to be fixed there.
Aug 28 2016
Probably something like this would suffice? The only difference from current bevel is curved borders.
Strangely enough, but it seems it can also be replicated in 2.76b as well; rotation tends to stutter somewhere around 90 degrees skipping from something like 83 to something like 97. Similar thing happens when it passes 270 degrees. I have also noticed that it happens in perspective mode but doesn't happen in ortho.
I was going to post about the same issue and I think it started way before 2.77.3. I also want to point out that first segment will not be added when you scroll mouse up once forcing you to scroll multiple times to add a segment. When you start a new bevel session and scroll your mouse or press +\- on your numpad it will not change zero segments to one, but will add as many segments as in previous session. These problems don't exist in 2.77a abf6f08.
Aug 27 2016
Yes, I know that Texture viewport shading in GLSL mode will show these, but as far as I know, Texture viewport shading in GLSL mode is practically the same as Material shading. As you can see on my screenshot, specular highlights are showing properly in Edit Mode, but showing as white in Object and Sculpt modes. Solid viewport shading without Textured Solid option also shows proper highlights in all modes so I'm pretty sure it should work the same way for Textured Solid and Texture modes.
Aug 26 2016
Sure. Tested 2.77a abf6f08 and latest 2.77.3 50a44ed: viewport in 2.77a feels a bit faster for some reason, but difference is not very noticeable and those who work in 2.77a probably won’t notice it at all. Sculpting performance feels about the same so I don’t think most people will notice any changes compared to 2.77a. Overall performance feels to be about the same so I don’t think this optimization is critical and probably should be left safely for the next iteration. I would prefer to fix specular highlights instead. I will form another report for that purpose.
Tested 50a44ed and compared it to cf53389 in terms of speed, I have used Textured Solid mode and Multires plane with 10 subdivs (1 million polygons) and plain diffuse color. There is some slowdown in viewport and sculpting performance in Sculpt mode, but it doesn’t feel like a critical hit. Well, at least now it's possible to see diffuse colors with Multires. Colors themselves seems to be updating properly now.
Aug 25 2016
As far as I know, most problems with updating diffuse colors in 3D View were fixed in latest builds except the one in Sculpt mode, it was reported by me in T48788 which is in a waiting queue.
Edit: just in case I've checked out the latest build and found out that while in Textured Solid or Textured mode (Multitexture version), specular color and intensity are showing up correctly in Edit Mode, but always displayed as white in Object and Sculpt modes. Material's Shadeless option also works only in Edit Mode. Here is how it looks on my side:
You can use my test file to compare:
Aug 4 2016
Just in case it will help with something: I have found out that there is a way to turn extend mapping in 3D viewport in Blender's UV\Image editor. I don't understand how exactly that works, but still. The problem is that this option wouldn't stay enabled after reloading so you'll have to manually turn it back on for every clamped\extended image. I was thinking about forming a bug report on this, but I'm not sure if that's supposed to work like that.
Jul 29 2016
Jul 11 2016
I have tried to render provided file in 2.77 47c47c7 on Windows 7 x64 and it crashed while trying to render upper portion of the picture. My console gave me "Error: EXCEPTION_ACCESS_VIOLATION" message, I haven't changed anything in that file so my render was going on CPU without "Open Shading Language" option and with "Feature Set" to "Supported". Switching to "Branched Path Tracing" prevented the crash. Tested same file on 2.77a abf6f08 without changing anything and my render finished without any problems.
Jul 10 2016
I was also able to reproduce this on Windows 7 x64 on build ae2033a. Joining objects seems to be working fine in build 4b0aeaf so this is probably a recent issue. Latest build gave me "Error: EXCEPTION_ACCESS_VIOLATION" message.
Jul 9 2016
Jul 6 2016
I have made some additional tests to find a temporary workaround and found out some other issues:
- Shadows change if you uncheck "Instances" option under the "Acceleration structure" in Properties -> Render -> Performance
- Shadows change if you rotate an object that is used for duplication (which is a Cube in my example file)
- Shadows change if you set "Acceleration structure" to Octree
Jul 4 2016
Just in case my previous report was lost in a traffic: tested b27322e and Diffuse color in Sculpting mode is still not updating properly in BI Textured Solid mode. Not a big problem perhaps, but can be quite annoying because you have to switch back and forth between Sculpt and Object mode to see Diffuse color update.
Jul 1 2016
Tested 4b0aeaf and most combinations of modes work normally except strange behaviour in Sculpting mode which doesn't update material’s diffuse color properly:
Jun 30 2016
I've just tested the latest build 9d5661c and it looks like the problem wasn't solved completely: object's diffuse color is now updating properly, but both diffuse color and vertex colors are only shown when object is actively selected. If many objects are selected, only the active one will display colors properly, others will show plain gray.